Mewtwo (SSBM)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
This article is about Mewtwo's appearance in Super Smash Bros. Melee. For other uses, see Mewtwo.
Mewtwo
Mewtwo
PokemonSymbol.svg
Universe Pokémon
Appears in SSBM
Availability Unlockable
Tier Bottom (24)


An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: mm, enough little things to constitute cleanup IMO
You can discuss this issue on the talk page or edit this page to improve it.

Mewtwo (Japanese:ミュウツー, Myūtsū) is a character in Super Smash Bros. Melee. It is one of eleven playable characters that can be unlocked in the game.


Unlocking

  • Play 20 combined hours of VS. matches. This is divided among the players.
  • Play 700 VS. mode matches.


Moveset

Ground Attacks

Normal

  • Standard Attack: Shadow Spark - 6%.
  • Standard Combo: Shadow Spark Spray - 6%, then 2% or 1% randomly.
  • Dash Attack: Shadow Shove - 9% when it comes out, 6% during the rest of the attack.
  • Strong Side: Tail Slap - 10%.
  • Strong Up: Tail Flip - 5%-10%, depending on where hit.
  • Strong Down: Tail Sweep - 9%.

Smash

  • F-Smash: Shadow Blast - Up to 27% damage. (When Sweet Spotted.)
  • U-Smash: Galaxy Blast - Up to 20% damage. (If all strikes connect.)
  • D-Smash: Shadow Bomb - Up to 20% damage.

Other

  • Ledge Attack - Mewtwo flips onto the stage, using his tail to attack. 8%.
  • 100% Ledge Attack - Mewtwo telekinetically walks on the side of the stage, then suddenly jumps on the stage and swipes with a claw. 10%.
  • Floor Attack - Mewtwo telekinetically gets himself up and spins around with his tail extended. 5%-6%, depending on how close the enemy is.

Air Attacks

  • A: Body Spark: 3-20% damage. (Depends on the number of hits.)
  • F-A: Shadow Claw: 14% damage.
  • U-A: High Tail Flip: 14% damage. (When Sweet Spotted.)
  • B-A: Tail Flail: 13% damage. (When Sweet Spotted.)
  • D-A: Flip Stomp: 16% damage. (When Sweet Spotted.)

Throws

  • A: Hand Zap: 3% damage. (While holding opponent.)
  • F-Throw: Multi Shadow Shot: 9% damage. (Do near a wall or overhang for double damage.)
  • B-Throw: Reverse Throw: 11% damage.
  • D-Throw: Tail Smash: 11% damage. (Can hit a nearby foe as well.)
  • U-Throw: Psycic Whirlwind: 12% damage, strongest up throw in the game.

Special Moves

Template:Mewtwo Special Moves

Pros & Cons

Pros

  • Long and safe recovery
  • Throws that can combo and kill,especially his Up-Throw
  • Powerful projectile
  • Long wavedash
  • Fast tilts with combo capacity
  • Powerful F-air with combo and killing potential.
  • Can edge guard faraway opponents by jumping off the ledge because its long recovery ensures a safe return
  • Air dodging turns Mewtwo invisible, making it impossible to tell which direction it is going in
  • Up-B special (Teleport) is an excellent recovery attack, due to its decent range and ability to pass through any attack
  • Can moonwalk
  • Has a meteor smash
  • Can reflect incoming projectiles (Confusion.)
  • DJC'ing allows top Mewtwo's to combo really well and to combine f-air with Up Throw for a chain grab on fast fallers.
  • Although d-smash doesn't hit both sides, u-smash does.

Cons

  • Very big target
  • Easily KO'ed due to its light weight and floatiness
  • Exceedingly poor approach, due to lack of fast defensive options
  • Poor spot dodge
  • Forward throw does little damage and has minimal knockback
  • Has a very slow dash
  • Despite its power, F-air has very poor reach.
  • Down smash is the only down smash in the game to only hit on one side
  • Projectiles reflected with Confusion will NOT harm the opponent that sent the attack.
  • Highest crouch in the game. Therefore, Mewtwo cannot duck under many attacks.

Mewtwo Professionals

  • Taj
  • UmbreonMow
  • MookieRah
  • Pdiz
  • Germ
  • Wojjan
  • Lennon

Analysis and Tier Ranking

Until October 2008, Mewtwo was considered, played at the highest metagame, the worst character, and was last place on the tier list. This was changed when, on the final update, Mewtwo was ranked 24th, ahead of Kirby and Pichu. Ironically, Mewtwo is considered among of the best ever in its own universe.

Mewtwo is usually ignored by the competitive community because of its major flaws: overly floaty and aerial-centric in a ground-centric game, poor traction, predictable killers (forward aerial, downward smash, upwards throw, and Shadow Ball), an abysmal approaching game (no fast defensive options), single-sided downwards smash, situational specials (Disable and Confusion), exceedingly high crouch, and poor weight for its massive frame (slightly less than Roy). These flaws are not readily ignored, and they prove detrimental to its success.

It does, though, have several gems that make it worth using. The low traction gives it a fairly large wavedash and moonwalk. Mewtwo has possibly the best recovery in the game and the best airdodge in the game: Teleport. Its amazing aerial mobility (second-best in the game), and the height of its second jump nearly guarantee recovery; and its air dodge is "invisible". Shadow Ball's erratic path can be problematic at times, but it can be assetial in some cases if it hits a crouching opponent. Its tilts are fast with good range and speed and a decent sweetspot. Its aerial game is decent, with a safe neutral aerial and decent comboing abilities. His throws are powerful killers, including up throw, one of the strongest throws in the game knockback-wise, and back throw. Mewtwo can chaingrab (though not especially well) with its down throw. Notably, Mewtwo actually is a fair choice against Fox for its ability to punish Fox's lackluster recovery and for its ability to force Fox into a disadvantageous position.

The bottom line is that Mewtwo has a myriad of flaws that only the most dedicated of players will compensate for, but it offers a change of pace from the usual metagame. The scarcity of Mewtwo on the competitive scene means that players may not be well-equipped to deal with it, so usage of it can be surprising and beneficial. Poor match-ups against Sheik and Marth among others, though, do Mewtwo no favors.

Basic 1v1

Versus Fast Fallers

Fast fallers are the easiest characters to combo in the game. They include Fox, Falco, Captain Falcon, and in some cases Roy. A lot of combos carry over and work on most of the characters in this category. Here are some of the basic setups for these characters:

  • Downtilt
  • A downtilt can start up many combos at varying percentages against fast fallers. It combos into more downtilts and then into grabs. Usually you can get in two downtilts and follow up with a grab at low percents. At high percents it can set up for aerials.
  • Uptilt
  • An uptilt is an awkward but effective setup. It's generally used to interrupt an aerial attack, but it, like the downtilt, can combo into itself. It sets up nicely for aerial attacks.
  • Upthrow
  • Although mostly effective against Fox and Falco, this usually leads to juggles at low percents.
  • Downthrow
  • While never providing any "true" combos, this will set up for combos if your opponent DI's incorrectly. If they DI towards you then you can grab them again, or begin a downtilt assault into a grab. If they do DI properly you still have the option of tech chasing, something that Mewtwo is very capable of due to its excellent wavedash.
  • Forward Air
  • The Mewtwo standard juggle for fast fallers, and one of many Mewtwo players' favorite move. This sets up for multiple fairs at low percents and at least two fairs at moderate percents. It also sets up for upairs, or tilts if you perform it close to the ground or perform an instant DJC.
  • Up Air
  • Another great juggling aerial. Often underrated due to Mewtwo's forward air, but in a lot of situations it's better. Combo's into itself and other aerials with ease.

Techniques

Trophy Descriptions

In addition to the normal trophy about Mewtwo as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Mewtwo on any difficulty:

Mewtwo (Smash Red):
As Mewtwo relies mostly on its powerful brain, there are times when it scarcely uses its arms and legs. Since Mewtwo spends much of its time floating, it flies far when struck. Shadow Ball traces a jagged path once released; the longer Mewtwo holds it, the more powerful it becomes. Mewtwo uses Confusion to spin its foes around. (B: Shadow Ball, Smash B: Confusion)
Mewtwo (Smash Blue):
Mewtwo is definitely not a speedy character, but its ESP-powered grab and throw moves are comparatively strong. Teleport has a short range, but doesn't leave it open to attack. It's best used as an escape move during disturbances. Mewtwo can daze a foe if it makes eye contact and uses Disable; the move is useless unless Mewtwo is facing its enemy. (Up & B: Teleport, Down & B: Disable)

Palette Swaps

File:Alt-mewtwo.jpg
Mewtwo's changeable palette swaps in SSBM

Mewtwo Videos

Kaito

Azen

Germ

MookieRah

Taj

UmbreonMow

Pdiz


External links